Captain Cara
Medium natural humanoid, half-elf
Level 7 Striker-

HP 57; Bloodied 28; Healing Surges 8; Surge Value 14Initiative +6
AC 22, Fortitude 20, Reflex 22, Will 18Perception+2
Speed 6Low-light vision

Traits

Group Diplomacy Aura 10

All allies in the aura gain a +1 racial bonus to Diplomacy checks.

Standard Actions

Rapier (weapon) At-Will

Attack: Melee 1 (one creature); +14 vs. AC

Hit: 1d8 + 8 damage.

Hand Crossbow (weapon) At-Will

Attack: Ranged 10/20 (one creature); +14 vs. AC

Hit: 1d6 + 9 damage.

Double Fall (weapon) Encounter

Attack: Melee 1 (one or two creatures); +14 vs. AC

Hit: 1d8 + 6 damage, and Cara knocks the target prone.

Vicious Mockery (charm, implement, psychic) Encounter

Attack: Ranged 10 (one creature); +11 vs. Will

Hit: 1d6 + 7 psychic damage, and the target takes a -2 penalty to attack rolls until the end of Cara’s next turn.

Move Actions

Switcheroo At-Will

Effect: Close burst 1 (Cara and one ally); the targets swap places.

Triggered Actions

Striker At-Will 1/round

Trigger: Cara hits an enemy that is granting combat advantage to her.

Effect (No Action): The triggering attack deals 1d6 extra damage.

Skills Acrobatics +11, Bluff +12, Diplomacy +15, Insight +9, Thievery +11
Str 11 (+3)                Dex 16 (+6)                Wis 8 (+2)
Con 15 (+5)                Int 10 (+3)                Cha 18 (+7)

Alignment Unaligned        Languages Common, Elven, Giant
Equipment: crossbow bolt x20, hand crossbow , leather armor , rapier .

Published in Dungeon Magazine 186.